Ghoul
Ghouls are biologically identical to a member of any humanoid species, with a few exceptions. Firstly,
they are exclusively able to consume humanoid flesh, coffee, and water; any other food tastes as foul as
rotten trash and offers no nutritional value. Secondly, they bear a sac-like organ somewhere within their
body that converts nutrients into RC cells, which in turn cause them to become almost immune to
conventional weapons, and grants them their own natural weapon.
Creating a Ghoul
Were you always a ghoul, or were you implanted with a kakuhou later in life? Do you only eat when
needed, or do you hunt humanoids for pleasure? Do you sulk in the shadows, or hide in plain sight?
Have you lost any ghoul companions to prejudice, or do you operate alone?
Quick Build
You can make a Ghoul quickly by following these suggestions. First, Constitution should be your highest
ability score, followed by Dexterity or Strength. Second, choose the Hermit background.
Class Features
As a Ghoul you gain the following class features.
Hit Points
Hit Dice: 1d10 per Ghoul level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ghoul level after 1st
Proficiencies
Armor: None
Weapons: Simple Weapons
Tools: Disguise kit
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Mask and coat
1 simple weapon
Disguise kit
Explorers pack
Table: The Ghoul
Leve Proficiency
l Bonus Features RC Cells (+3)
1st +2 Hunger, RC cells 0
2nd +2 Regeneration, Thick skin 1
3rd +2 Kagune, Unarmored 3
defense
4th +2 Ability Score Improvement 5
5th +3 Extreme Recovery 7
6th +3 Ability Score Improvement 9
7th +3 Kagune Feature, Rare 11
Ability
8th +3 Ability Score Improvement 13
9th +4 Kagune Feature 15
10th +4 Heightened Sense 17
11th +4 Inhuman Strength 19
12th +4 Ability Score Improvement 21
13th +5 Deceptive 23
14th +5 Extra Attack 25
15th +5 Improved Critical 27
16th +5 Ability Score Improvement 29
17th +6 — 31
18th +6 Incognito 33
19th +6 Ability Score Improvement 35
20th +6 — 50
Hunger
As a Ghoul, your diet is comprised of three things, Humanoids, Coffee, and water. Ghouls require 1
Medium sized humanoid per 6 days, otherwise, they will attack the nearest humanoid and attempt to kill
and eat them on sight. Ghouls usually wear a mask when hunting in order to keep their identity a secret.
When your Kagune is out or you're eating or hungry, Your sclera(White part of the eye) turns black and
your iris turns blood red. If you fail to meet your hunger requirements, you lose the ability to use your
Kagune until you eat, and for every day you starve you gain a level of exhaustion. If you consume food
beyond your ghoul diet, you must succeed a DC 18 Constitution saving throw or vomit, and regardless of
the outcome it does not count toward your food requirement.
RC Cells
RC Cells are the fuel for Kagune. You have a maximum number of RC Cells equal to the number listed in
the RC Cells Column + your Constitution modifier. You regain all RC Cells during a short rest. Eating a
small amount a human flesh lets you add your proficiency modifier to your current RC Cells, and eating
an entire humanoid gives you double your proficiency bonus. If the creature you eat is considered Large
or greater, you add your proficiency bonus again for each size difference.
Regeneration
At 2nd level, ghouls have a natural ability to regenerate. As a bonus action, you can spend 1 RC Cell to
regain a number of hit points equal to the amount listed per Kagune below + your Constitution modifier.
Spending 2 RC Cells lets you double your Constitution modifier when healing yourself.
Rinkaku
1d10*** 1d8
Koukaku
1d8 1d8
Bikaku
1d6 1d6
Ukaku
1d4 1d4
Thick Skin
At 2nd level, while you have at least 1 RC Cell and wearing no armor, your AC equals 10
+ dexterity + constitution.
Kagune
At 3rd level, your above-average RC Cell count manifest into added deadly limbs, granting you a magical
natural weapon. You have the choice between Rinkaku, Koukaku, Bikaku, and the Ukaku. You are now
always under the effect of the jump spell.
Kagune have their own separate hit points. Their AC is your AC - 2.
If your Kagune reaches 0 hit points, it retracts into your body until they return to at least 1 hit point.
Anytime you regain hit points, you can choose to have your Kagune regain them instead. If you regain hit
points by using your RC Cells, and you choose them to go to your Kagune, your Kagune regains double
the amount of hit points it would restore. Your Kagune regains all hit points at the end of a long rest. Your
Kagune gain any resistances or immunities you have and are immune to psychic damage.
Unarmored Defense
At 3rd level, your hardened skins provide defense against most types of trauma, granting you an
Unarmored Defense of 10 + Constitution modifier + Dexterity modifier. You cannot use a shield to gain
this effect.
Ability Score Increase
At 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an
ability score above 20 using this feature. You can Spend Your Ability Score increase to add 4 RC Cells to
you max.
Heightened Senses
At 5th level, when you take the search action, you detect the location of any living or dead Humanoids
within 30 ft. of you that produce a smell.
Rare Ability
At 7th level, you develop a special ability unique to you alone. You gain one of the following:
Pseudo-Pyrokinesis
Your Kagune can generate kinetic energy rapidly. For 10 RC Cells, every creature in a 20 ft. radius
sphere up to 100 ft. from you must succeed a DC 8 + your Kagune's attack modifier + your Proficiency
bonus Constitution saving throw or take 8d6 fire damage.
Pseudo-Electricity
Your Kagune can conduct electricity. For 4 RC Cells, every creature in a 100 ft. line must succeed a DC
8 + your Kagune's attack modifier + your Proficiency bonus Constitution saving throw or take 8d6
lightning damage.
RC Blast
Your Kagune can release a blast of force without any form of light production. For 4 RC Cells, every
creature in a 25 ft. cone must succeed a DC 8 + your Kagune's attack modifier + your Proficiency bonus
Constitution saving throw or take 8d6 thunder damage.
Healing
Your Kagune can expel RC Cells to repair damaged tissue, allowing you to spend 4 RC Cells to heal one
creature of your choice within 5 ft. of you for 8d4 hit points.
Shapeshifting
Your RC Cells can copy DNA samples perfectly. As an action for 2 RC Cells, you become identical to a
humanoid who's DNA you've digested for 1 hour. You do not gain any features or actions that humanoid
had, but you cannot be physically or magically distinguished from the original unless they can read your
mind. You can turn back to your original self for no cost.
Extreme Recovery
At 10th level, you can choose to regain missing or damaged limbs or body parts during a short or long
rest for 3 hit dice. These hit dice are not regained if they are spent during a long rest.
Inhuman Strength
At 11th level, due to the power of your mutated RC Cells, you are considered to have the Powerful Build
feature and are counted as one size larger when determining you ability to carry, push, pull or lift objects.
Deceptive
At 13th level, you spend time looking into how to keep your identity a secret. When you summon your
Kagune, you can instead use a reaction to dismiss your Kagune. You gain proficiency in the deception
skill, and if you already have proficiency, you gain expertise in this skill. In addition, when you talk to a
creature for one minute or more, you can make a deception check versus their insight. On a successful
roll, the target treats you as a trusted ally.
Extra Attack
At 17th level, whenever you take the attack action, you can attack a second time. If your Kagune has
multiple attacks, then you can use all of them for each attack action (E.x if you have Rinkaku tails, and
you have this feature, you can attack a number of time in one attack action equal to the number of
Rinkaku tails you have, you can then do it again on your second attack action).
Deadly Strikes (Improved Critical)
At 15th level, you now critically succeed on 19 and 20 rolls.
Incognito
at 18th level, your days in hiding have left you with the ability to hide exceptionally well. When something
is searching for you, you gain advantage in stealth checks to remain hidden from their sight.
Kagunes Tipes!
Rinkaku
Rinkaku - Hit points equal to 1/4 (rounded down) your total hit points + your level
The Rinkaku takes the form of spider-like legs/ tails originating from the base of the spine. The Rinkaku
gives its users powerful strikes and regenative abilities,both excelling Superior striking power and brute
strength, while having a very brittle frame
Weapon information
Strength is used to determine hits on a creature, doing 1d6 + your Strength modifier slashing,
bludgeoning, or piercing damage. You can attack once with every tail per attack action, either all on one
roll, or each separately. Once one tail takes part in an attack, it cannot be used to attack until the
beginning of your next turn. It takes a Bonus Action to release this Kagune, and 1 RC Cell per tail at the
beginning of your turn to use this Kagune. You can have up to 2 tails at 3rd level, gain 1 more at 5th, 1
more at 9th, 1 more at 12th, 1 more at 15th. You can also use this kagune to stand 20ft from the ground
ignoring difficult terrain.
Urban Adept
At 7th level, while your Kagune is active, you gain a climbing speed equal to your movement speed + 10
ft.
Advanced Rinkaku
At 9th level, you gain one of the following:
Offensive- For any athletic or acrobatic check, you can spend 2 RC Cells to gain advantage and
double your proficiency bonus for that roll, and you can spend 3 points to automatically pass a
grapple check to grapple or resist being grappled
Defensive - When a creature misses an attack against you, as a Reaction, you can spend 1 RC
Cell to take an immediate movement action. If you spend another 2 RC Cells this way, you do not
provoke an attack of opportunity when you move that turn
Koukaku
Koukaku - Hit points equal to 3/4 (rounded up) your total hit points + your level
The Koukaku takes the form of a hard shell-like carapace, forming from the shoulder blade, spiraling
around the arm as a shield, to end as a drill, spike, or hammer near the hand. While having high defense,
this Kagune is incredibly heavy. slowing down it's user in combat.
Weapon Information
Strength is used to determine attack roles for this Kagune. It takes a Bonus Action to release this
Kagune. On a hit, your Kagune deals 1d8 + your Strength modifier piercing, bludgeoning, or slashing
damage. It takes an Action to release this Kagune, and 1 RC Cell at the beginning of every turn to
maintain this Kagune, otherwise it deteriorates and retracts back into your body. Your Kagune's hard
shell like carapace provides a great shield. When your Kagune is out 3rd level you gain a +1 to AC, at
5th you gain a +2 To AC, at 10th you gain a + 3 to AC, and at 15th level you gain a +4 To AC. Your
Kagune's AC is equal to your Unarmored defense. The size and weight of your Kagune wears you down.
When you have your Kagune out, your movement speed is halved.
Offensive Koukaku
At 7th level, On a hit, you can spend 2 RC Cells as a bonus action to force a creature you attacked to
make a Strength save of 10 + Your Strength modifier save or be knocked prone and take an additional
1d8 damage
Improved Koukaku
At 9th level as a reaction for 4 RC Cells, you can turn one critical hit against you into normal damage.
Bikaku
Bikaku - Hit points equal to 1/2 (rounded up) your total hit points + your level
The Bikaku takes form of a tail-like appendage originating from the tailbone/coccyx. Known to not have
any major weakness or strength, it is often referred as the "Trump card" Kagune, being useful in all
situations.
Weapon information
Strength or Dexterity can be used for this Kagune. This Kagune does 1d6 + your Strength or Dexterity
modifier piercing or bludgeoning damage. You can attack once with every tail per attack action, either all
on one roll, or each separately. Once one tail takes part in an attack, it cannot be used to attack until the
beginning of your next turn. It takes a Bonus Action to release this Kagune, and 1 RC Cell per tail at the
beginning of every turn to maintain this Kagune, otherwise it deteriorates and retracts back into your
body. You have 1 tail at 3rd level, gain another tail at 6th(2), another at 9th(3), another at 12th(4),
another at 15th(5), and another at 18th(6).
Lengthy Tail
At 7th level while your Kagune is active, you are able to interact with objects up to 15 feet away from you.
Advanced Rinkaku
At 9th level, you gain one of the following:
Bikaku offensive ability
By spending 4 RC Cells as a bonus action, you stretch out your Kagune, increasing its reach to 30 ft. for
1 minute.
Bikaku defensive ability
For 2 RC Cells, you can attempt to disarm someone of whatever they're holding as long as their within 15
ft. as outlined in DMG 271.
Ukaku
Ukaku - Hit points equal to 1/2 (rounded up) your total hit points + your level
The Ukaku takes the form of hard, bloody, crystallized wings coming out of the upper back. This Kagune
enhances it's user's speed while firing hardened shards out of its wings with great precision, taking out its
prey from afar. This Kagune puts a strain on the user, tiring them out quickly if it is used too long.
Weapon Information
Dexterity is what this Kagune uses to determine attack rolls. As an action for 1 RC Cell, you can fire 4
shards out of your Kagune at a range of 60/200 ft. as attacks, each dealing 1d4 + 2 slashing or piercing
damage. The number of shards you can fire increase to 5 at 5th level, 6 at 10th, and 7 at 15th, and 8 at
18th. If a creature is within 5 ft of you or the environment is restraining your full wingspan (your height
times 2) you have disadvantage on attack rolls against that creature. It takes a Bonus Action to release
this Kagune, and 2 RC Cells at the beginning of every turn to maintain this Kagune, otherwise it
deteriorates and retracts back into your body.
Advanced Ukaku
At 7th level, you gain one of the following:
Ukaku offensive ability
As an action for 4 RC Cells, you unleash a torrent of Crystals fired out of your Kagune. Each creature
you choose within a 15 ft. cone starting from you must attempt a DC 10 + your Dexterity modifier +
proficiency Constitution saving throw, taking twice the amount of damage as shards you can fire, or half
as much on a success.
Ukaku defensive ability
For 4 RC Cells, as a bonus action or reaction, you can wrap your Kagune around you and any creatures
of your choice within 5 ft., redirecting all damage in that range onto it until the beginning of your next turn.
Your Kagune takes half as much damage while this is active. This effect ends immediately if it is reduced
to 0 hit points.
Beautiful Wings
At 9th level while your Kagune is active, you gain +15 ft. to your movement speed and a flying speed
equal to your total movement speed. Creatures cannot benefit from cover less than total cover if you are
in the air when attacking them, and you have advantage when attacking a creature with no cover as long
as you are in the air.